Professional Documents
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TGFU
TGFU
2
K.1.7.A.1 K.3.7.A.1
K.1.7.B.3 K.1.8.C.3 Teaching Games for BLM
K.1.7.C.2 S.1.8.B.1 G-17
K.1.7.C.3
Understanding Chart
Teaching Games for Understanding Chart: Adapted by permission of Timothy F. Hopper, University of Victoria.
When students come into your gym, what is the first thing that they ask?
ARE WE GOING TO PLAY TODAY? (THE REAL GAME)
Bunker and Thorpe in the UK introduced TGFU in the mid 60‛s and TGFU begins with GAME
PLAY.
This :
1. Increases motivation of children by hooking them on the game, then introduces skills that
will make them more successful.
Fo
Fou
ur
r Pe
Ped
da
ag
go
og
giic
ca
all Ga
Gam
me
e Pr
Priin
nc
ciip
plle
es
s
SA
SAM
MPPL
LI
INNGG
Ø Selection of many games from the same category to develop an understanding of similar
tactical problems and solutions.
MO
MODDI
IF
FIIC
CTTI
IOON
N TH
THRROOU
UGGH
H RE
REPPR
REES
SE
ENNT
TAATTI
IO
ONN
Ø Lead up games that are developmentally appropriate as how a particular skill or tactical
solution can be used in a game.
MO
MODDI
IF
FAACCT
TIIO
ONN TH
THRRO
OUUG
GH
H EXEXAAG
GGGE
ERRA
AT
TIIO
ONN
Ø Create a specific focus for an activity and exaggerate it, such as playing on a long narrow area
to recognize the need to open space up front for an attack.
TACTICAL COMPLEXITY
Ø A developmental progression of tactical solutions for on the ball and off the ball skills and
movements (simple to complex).
Tactical Goal Description Level of
Complexity
Aim & accuracy To deliver an object 1 – Low level
towards a target with the
right amount of force to
successfully reach the
intended target.
Protect target To place obstacles in the 2 – Low level
way to make it difficult for
the opposition to hit the
target.
Key Tactical Solutions taken from PlaySport
Rules: Using a disc, throw/toss it at the cylinder at the other side and try to knock it over.
3 po
poiin
nt
ts
s – kn
kno
oc
ck
k do
dow
wn
n cy
cylliin
nd
de
er
r an
and
d it
it la
lan
nd
ds
s in
in th
the
e sq
squ
ua
ar
re
e
2 points – knock down cylinder and it lands outside of the square
1 point – does knock over cylinder but disc lands in the square
XX OO
OTHER GAMES:
q Fr
Friis
sb
be
ee
e Go
Gollf
f
q Bowling
q Archery
q Curling
q Horse shoes
q Shuffle board
Tactical Goal Description Level of
Complexity
Consistency To be able to continually 1 – Low level
return the ball back over
the net or to the wall so
that it lands in play.
The 4 R‛s
Decisions to make while playing net and wall games (Tim Hopper @ U of Vic)
RESPOND (Cover – off the ball movement, skill selection then skill execution)
RECOVER (Base – off the ball movement to set up for the READ phase)
Ca
Cas
st
tlle
e Ga
Gam
me
e
(a
(ad
da
ap
pt
te
ed
d fr
fro
om
m Ti
Tim
m Ho
Hop
pp
pe
er
r))
Pa
Par
rt
tn
ne
er
r Ca
Cas
st
tlle
e Ga
Gam
me
e
Yo
Youun
ng
ge
er
r – to
tosss
s/
/cca
attc
ch
h,, st
strriik
ke
e wi
wit
thh a baballllo
oo
onn
Ol
Old
deer
r – st
str
riik
ke
e us
usiin
ng
g th
theeiir
r ha
hannd
d/
/iim
mpplle
em
meen nt
t
Ke
Kee
ep
p Up
Up
?‛
?‛S Wh
Whe er
re
e sh
sho ou
ulld
d yo
you
u se
sen
ndd th
thee ba
ballll?
?
Wh
Whe er
re
e sh
shoou
ulld
d yo
youu go
go af
aft
teer
r st
ste
eppp
piin
ngg ou
out
t of
of th
the
e bo
bou
un
nd
da
ar
riie
es
s?
?
VA
VARRI
IA
ATTI
IO
ONNSS::
Di
Dif
ff
fe
er
re
en
nt
t ab
a liit
bi
il tiie
es
s in
in on
one
e cl
cla
as
ss
s 1 pa
par
rt
tn
ne
er
r ma
may
y us
use
e th
the
e bo
bou
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ce
e wh
whiille
e hi
his
s/
/h
he
er
r pa
par
rt
tn
ne
er
r us
use
es
s a st
str
riik
kiin
ng
g ac
act
tiio
on
n..
2 Qu
Qua
ad
dr
ra
an
nt
ts
s
(M
(Mo
od
diif
fy
y th
thr
ro
ou
ug
gh
h ex
exa
ag
gg
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er
ra
at
tiio
on
n))
COURT STRUCTURES
Safe
Area
1. Intro. Activity
q Groups of 4 or 5 per field
q 1 batter and 3-4 fielders
q batter must run to base and back as many times as possible before the ball is back at
home pylon
2. Variation #1
q same as above but add the concept of a relay
q 3 passes before placed back on pylon or all fielders must touch it
3. Variation #2
q Add a pitcher to the game and later a back catcher too.
Tactical Goal Description Level of
Complexity
Maintain Possession: When the team on offence has possession of 3 – Medium level
the object (e.g., puck, ring, ball).
Defend Goal: To defend the goal or goal line, as a team or 5 – High level
as an individual, by stopping other players or
stopping the object.
Avoid Defense: To use various locomotion skills (e.g., 2 – Low level
dodging) or retaining skills (e.g., dribbling) to
avoid being caught by a defending player.
Create Space: To pull a defender away to create an open 4 – High level
area for a teammate to move through or to
pass an object into an open space.
Defend Space: To work together as a team to cover areas on 5 – High level
a court/ field to make it difficult for the team on
offence to get close to the defending team's
goal.
Attack Goal: When in possession of the object, to put 4 – High level
pressure on the other teams goal by shooting
or passing the object at or towards the goal or
goal line.
Set Plays: Predesigned movements used by a team 5 – High Level
when an object is put back into play (e.g.,
corner kick in soccer, faceoff in ice hockey).
Regain Possession: To use legal skills to get an object away from 5+ – High Level
an opponent or to anticipate a pass in order to
intercept it.
Key Tactical Solutions taken from PlaySport
Playsport.net
In a game of two on two, Three players pass to each In a game of three versus
players pass the ball, trying other, while the defence in three, the middle team starts
to prevent the opposition the middle tries to with the ball. If they score or
In a game of two on two, from getting it. The person intercept. Switch roles lose possession of the ball,
players 1 and 2 in the middle with the ball can only pivot, every 30 seconds. they take the defensive
try to get the ball to their while the others move freely.
team‛s position.
partners at the end, who can
run only between the pylons.
Ga
Gam
me
e Pe
Per
rf
fo
or
rm
ma
an
nc
ce
e As
Ass
se
es
ss
sm
me
en
nt
t In
Ins
st
tr
ru
um
me
en
nt
t
Game Performance
Decision, skill or movement
Component
Appropriate return of performer to a recovery (base) position between
Base
skill attempts
Making appropriate choices/decisions about what to do with the ball (or
Decision Making
projectile) during a game
Efficient execution of selected skills
Skill Execution
Provides appropriate support for a teammate with the ball (or projectile)
Support
by being in position to receive a pass
Appropriate guarding or marking of an opponent who may or may not have
Guard or mark
the ball (or projectile)
Provides appropriate defensive cover, help, or backup for a player making
Cover
a challenge for the ball (or projectile)
Movement of performer, either offensively or defensively, as
Adjust
necessitated by the flow of the game
L.L. Griffin, S.A. Mitchell, and J.L. Oslin, 2003, Sport Foundations for Elementary Physical Education (Champaign, IL: Human Kinetics), 153
This instrument is very useful to the teacher as one can adapt it and use it according to the category and
focus of the game being played/used in the lesson. Two common scoring methods can be used:
1. Rating Scale/Rubric from 1-5 – Select which components/criteria to include and create scoring key
to use such as very effective performance to very weak performance or consistently to rarely.
2.
3. Frequency Index/Tally – Choose the exact component and check off each time the students are
able to perform it in the game/activity. In the middle years and senior years, this can be easily used
as a peer assessment tool.